Daylily Falshenaya (Systole)

Ay mate, did I hear aright? Did the beastie beef willy just ask for permission tae speak in the beastie tongue?

Hah! Well, tell him for me that he can speak beastie tae us if he cares tae, but I for one would be far more impressed were he tae grab his buttocks wi' both hands and fart the melody tae 'The Wanton Lass on the Hill.' Tell him I can whistle it for him if he's unfamiliar with the tune.

Armor/Weapons: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement: A barbarian’s land speed is faster than the norm for his race by +10 feet.

Rage: Daylily can rage for 20 rounds/day at 7th level. While in rage, he gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. Daylily can end his rage as a free action.

Uncanny Dodge: Daylily cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized or an opponent successfully uses the feint action against him.

Elemental Fury: Whenever Daylily takes an amount of energy damage equal to or greater than her barbarian level while raging, he adds 1 to the total number of rounds that he can rage that day. This ability replaces trap sense.

Improved Uncanny Dodge: Daylily can no longer be flanked. This defense denies a rogue the ability to sneak attack by flanking, unless the attacker has at least 10 rogue levels.

Favored Terrain: The horizon walker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in a favored terrain. A horizon walker traveling through a favored terrain normally leaves no trail and cannot be tracked though he may leave a trail if he so chooses. [Favored terrains: Jungle(1st), Desert(2nd).]

Terrain Mastery: When within a mastered terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker’s Wisdom modifier (minimum 1). Mastery of each terrain has additional benefits, outlined below; these benefits apply to the horizon walker at all times whether or not he is in the relevant terrain. [Mastered Terrains: Desert(2nd).]

* Desert: The horizon walker gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.

Knockdown (Ex): Once per rage, Daylily can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to his Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Strength Surge (Ex): Once per rage, Daylily adds +8 on one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This power is used as an immediate action. The bonus rises to +12 if used in conjunction with the Headband of Havoc.

Reckless Abandon (Ex): While raging, Daylily can take a –3 penalty to AC to gain a +3 bonus on attack rolls. If using the Headband of Havoc, this changes to -4/+4.

Power Attack [Starting Feat]: You can choose to take a –3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased to +9 if you are making an attack with a two-handed weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Iron Will [3rd level]: You get a +2 bonus on all Will saving throws.

Endurance [Unbreakable Bonus]: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Diehard [Unbreakable Bonus]: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Furious Focus [5th level]: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn.

Lunge [7th level]: You may increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Combat Reflexes [9th level]: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dazing Assault [11th level]: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

At first glance (and first smell), Daylily often seems to be a very tall goblin, and it is only on second examination that one realizes he is actually an elf, albeit a short one who is covered in grime, warpaint, and scars.

Daylily's blonde hair is snarled and matted, and he is missing a few teeth, a finger, and half of an ear. He is dressed in a ragged collection of furs with an odor all their own. On hot days, the ripe combination of Daylily and his furs can drive a civilized man to tears.

While Daylily appears short and wiry, perceptive individuals might notice how easily he handles the adamantine glaive-guisarme he carries. Especially perceptive individuals might also notice that the furs he wears are those of exotic predators.

Daylily speaks Elvish with an unusual and almost incomprehensible accent. Common is clearly a second language for him, and his grammar is hit or miss. Mostly miss.

Like most barbarians, Daylily will enthusiastically and immediately leap into any sort of fight. Outside of battle, he tends to be somewhat lazy and prone to experimenting with alcohol and hallucinogens. However, if he's presented with an interesting task or challenge, he becomes very attentive and engaged. Note: Tasks involving paper or the written word are by definition never interesting. He's also not particularly interested in helping people in need -- most Jiragans believe that those who cannot help themselves simply deserve their fate. Daylily is no exception.

Daylily is extremely proud of his name. After all, it was borne by many great heroes of his people, and Daylily only won the use of it in a trial of strength and combat. While he bears the name, it is his duty to make sure that it is given proper dignity and respect. Daylily is generally accepting of the idiosyncracies of civilized folk, but anyone who treats his honorable name as a joke gets an immediate lesson in barbarian manners -- a lesson which generally involves some combination of punching, headbutting, and kicking. Advanced lessons can also include gouging and biting.

As a Jiragan, Daylily has little experience with half-orcs, and sees them as an inferior species, referring to them as "beasties" in Elven. He also looks down on civilized elves and half-elves, considering them to be somewhat of an embarrassment to the race: real elves are strong and self-sufficient, and they don't pollute their minds by reading or their bodies by taking baths. Additionally, after a series of run-ins with the Whitecloaks, he has come to view the "beef willies" as useless and all but beneath his notice.

Daylily struggles with the Common tongue, and he will drop back into Elven or Jira'shae whenever he really needs to express himself.

Daylily hails from the savage elven tribes who make their home in the uncharted wildernesses of the western continent. While his upbringing was harsh and fraught with constant danger, it was little different from the childhood of any of his kinsmen. Daylily is, in his own uncivilized way, a fairly well-adjusted barbarian.

At the last Grand Clansmeet (a great gathering which takes place every three to seven years or so, based on astrological portents), Daylily was old enough to undergo the Rite of Adulthood and be declared an full member of his clan. He then took part in a Contest of Appointing and, despite his youth, won the right of the name "Daylily," a most ancient and honorable moniker borne by many legendary heroes.

Following the Grand Clansmeet, Daylily chose to go looking for adventure, as many of the newly adult of his tribe often do. Daylily has wandered somewhat farther afield than most, having crossed the sea to the eastern continent. However, he will have to return home for the next Grand Clansmeet, in order to defend the right of his name in another Contest of Appointing.

Daylily has spent almost a year among civilized peoples. While they are clearly insane, he is slowly learning to overlook their ridiculous behaviors, such as using forks and knives to eat, trading valuable food and weapons for bits of useless yellow metal, sleeping indoors on uncomfortable bags of feathers, and wearing flimsy cloth garments instead of sturdy furs and leathers. Worst of all, however, is this thing they call bathing, where they rub themselves with this vile-tasting substance called soap in order to deliberately remove the body's natural humours. It's complete and utter madness.

That said, Daylily is beginning to like cities. There seems to be an endless amount of liquor, and if he gets bored, he can always find someone who'll share a refreshing brawl. And best of all is the overwhelming abundance of small game, such as pigeons and cats, which are delicious.